Umpsta Utz Utz


(shagileo) #1

hehe, unlike Isbowhten, I’m gonna try to give all my info as short as possible :cool:

So, right, we start off in Belgium. The place where I live and where Doctor Evil was born (no I’m not from Bruges, but still :smiley: ). I play ET from the very second it came out… ok perhaps a few hours later… let’s say some days.
I’m a very GREAT fan of RTCW and thus from W:ET too . I’m pretty new to the mapping business, I made my first “map” last year (If you call a few hollow boxes a map… XD) . I’m currently working on a new map together with my brother and some friends; it’s a virtual remake of my previous school
(more info : http://stefanpiot.googlepages.com).

I don’t really like maths XD :cool: cough … but I’m no too bad at it either.
Hmm… something else I can say? — Oh, and I’m 18 years old.
More info?- just ask :slight_smile:

Christ, I really thought it wasn’t gonna be so long. Man, after reading this I think I do have a life ^^

grtz

EDIT: oooh I forgot one thing: I like to laugh ^^


(murka) #2

Seems the school remake maps are quite a popular idea but none of them has made it into a truly final version…


(shagileo) #3

Myeah, that’s true.
I don’t know why people wanna make a school map really… Heck what the hell I’m I doing :stroggtapir:

:cool:
Well, I hope we can make it to a final.


(isbowhten) #4

i also wanted to do a school map but i gave up :stuck_out_tongue: as it was the 1st project i ever had and had no skills etc


(shagileo) #5

Tsk

Perhaps there is a hidden meaning behind the fact one makes a school map… (HATRED FTW … nonono :cool:)


(aaa3) #6

easy; coz thats the building u knowing best… everyday spending half day in, wandering classrooms for classes, going down for eat, etc for 4 years u wil know its every little detail


(shagileo) #7

Yeah, well I finished there in July, and started my higher studies.

But that’s also a problem, knowing every detail. We indeed wanted to create this map as life like as possible, but the problem was that Radiant didn’t agree with us.

=> Total remake, less details…

Anyhow, the new modded version is almost at its end and ready to be released soon. (first real map :stroggtapir:)

I really hope it will work. That would be a great boost for next maps. Because you never know what can go wrong when publishing your very first map.

Btw, I’ve spent over 7 hours there every day (monday-friday), except for wednsesday ; then I had lessons from 8:30 - 12:05 (sniff good old times)


(stealth6) #8

lol I love your sig:
I <3 N- (. ) ( .)


(shagileo) #9

:cool: Thanks

It just popped in my mind one day ^^


(nsk) #10

[size=6]OK…www.salesbearing.com.Aligning ball bearings Cylindrical roller bearings Angular contact ball bearings Tapered Roller Bearings [/size]


(Tyrlop) #11

when will ur map be done? it looks very nice especialy the design, ur a good designer :slight_smile:


(shagileo) #12

Well as our (me and the big giant head mapper) studies are interrupting our evil plans to develop our map, we were planning to launch it somewhere this fall.

First of all, thanks for the interest in the map and for the compliment, but there are a few “need to knows” ;

as said before, the map is based on my previous school and thus we basically had to import the real life buildings into radiant. The general design comes from the big giant head mapper known as manwhore. I do the scripting and some co-mapping (most of the time my ideas will be erased at a certain point in the map ^^).

But as radiant likes to fool around with us, we had to remake the whole freakin’ map due to veeeery low FPS (only 17 !! ). We splitted the map in two parts and put a big chinese wall in the middle of it (= big mountains and a tunnel route for tank). I really need to update the site somethime to put some more screenshots of WIP .

And last, but certainly not least; Wow, this is the first time I know someone checked out my site out of free will ^^
I would say: stay tuned :wink:


(Tyrlop) #13

i dont know if this is correct but if you made the ornaments on the building Detail. then i think it might work, not sure, check out :
http://www.geocities.com/pazurmapping/str_det/tut_str_det.htm


(shagileo) #14

Well we did detail the ornaments on the castle, but the problem is, I’m afraid, Hint brushes as I don’t have any knowledge of them at all and they’re very crucial.

Thanks for the help though!

Well I still got some old footage from the earlier version of the map;

This clip has some story I guess ^^, it’s pretty heroic :slight_smile:

In this second clip, we found Rayban’s prefabs ^^ (oh and please don’t consider the quotes as " omg, he thinks he’s a big shot"… amusement comes fast after midnight):

The new modded map is totally different and has more atmosphere IMO
If you want to know how the real environment looks like, I recommend you to go to: http://www.sint-janscollege-meldert.be/

and http://users.telenet.be/vermeulenjeroen/0179.jpg


(shagileo) #15

I noticed your comment on the clip , Tyrlop ^^

Just to set things straight: it’s just something for fun
I don’t want to juice the map as something : OMG you’ve certainly never seen this shiot before !!!1
It’s just (like RayBan would say) because I was bored and wanted to create something … funny ^^
But thanks for the compliment, though


(Tyrlop) #16

i can imagine that fps is a big problem, with all those big space in that map :slight_smile:


(shagileo) #17

Yeah, true!

But the problem was : scaling

You know; you start making your first map and it all looks nice and tidy, and then you fire up ET and … well, in the beginning we had 76 FPS (without hint brushes and such) … but then you add all those fine details.

I guess we have to start looking what detailing can do. Although the biggest part of the map is detailed… it still needs some more of that.

But one question: do structural brushes block the vis?


(-SSF-Sage) #18

Yes they do, but if you don’t understand the vis blocking, you don’t know how. As they always practically don’t.

The vis system brakes to portals. Let’s take 2 portals to look at. If you can draw a straight line from any place of the portal1 to any place of portal2, then the vis is not blocked. If you can’t draw a line, then it’s blocked. The line can’t be drawn through a structural brush.

Detail brushes are no block at all. Remember, alpha textures don’t block vis either, even if they were in structural brushes. If you have a hole in the wall, ofc the vis block is “leaked”.

The hint brushes steps in to cut the portals into smaller portals. That way you can make some of the portals “smaller” thus there’s less “space” for the line to be drawn.


(shagileo) #19

Aight, thanks for clearing that up !

It’s always a hard buggle to see people having trouble with the hint brushes (and I’m one of them ^^).
Still, when I take a peek at the Marko maps (his mapsources) it looks like he placed the hint brushes totally ad random to me :slight_smile:

Now, I’ve heard of this thing about hint brushes not functioning when they’re not used correctly or when there are not enough structural brushes :rolleyes: … or do hint brushes always work when compiling?

'Cause, I onced tried to see what hint brushes do on a small map, but I didn’t see any difference when doing the /r_showtris 2 command.


(-SSF-Sage) #20

[QUOTE=shagileo;181741]
Now, I’ve heard of this thing about hint brushes not functioning when they’re not used correctly or when there are not enough structural brushes :rolleyes: … or do hint brushes always work when compiling?

'Cause, I onced tried to see what hint brushes do on a small map, but I didn’t see any difference when doing the /r_showtris 2 command.[/QUOTE]

Hint brushes doesn’t do vis blocking. The only function of hint brushes is to cut the portals, so engine can use the structural brushes more efficiently. Abuse of hint brushes can lead to huge amount of portals (->long compile times/ compile errors). They work always.

You can see the portals with radiants plugin prtviewer, which presents atleast in the last 1.5.0, but it is in 1.4.0 too right?